buuface
Joined: Apr 23, 2014
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  Posted:
Apr 18, 2015 - 18:03 |
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buuface
Joined: Apr 23, 2014
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  Posted:
Apr 18, 2015 - 18:08 |
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Actually this makes me want to build a Necromantic team |
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JimmyFantastic
Joined: Feb 06, 2007
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  Posted:
Apr 18, 2015 - 18:22 |
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Congrats, you win total indifference. |
_________________ Pull down the veil - actively bad for the hobby! |
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Lordillo
Joined: Dec 11, 2011
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  Posted:
Apr 18, 2015 - 18:54 |
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Urgh, what a mess! Are you sure you don't want to retire that team? Or whatever was left from it... ^__^ |
_________________
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C3I2
Joined: Feb 08, 2005
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  Posted:
Apr 18, 2015 - 19:12 |
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mrt1212
Joined: Feb 26, 2013
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  Posted:
Apr 18, 2015 - 20:17 |
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Kondor
Joined: Apr 04, 2008
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  Posted:
Apr 18, 2015 - 20:53 |
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Don't retire the team. You were able to purchase replacement lizards and you have a very cool skink. I think I would retire the kicker though. Kick is a double skill and with the +MV he is expensive. Too bad that skink is not a sprinter.
I think I would avoid claws for a while. |
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Smeat
Joined: Nov 19, 2006
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  Posted:
Apr 18, 2015 - 21:38 |
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Yeah, you're only ~2 games (70k) from the 6th Saurus, and the Blodge/Sure Hands and Kick/+MA Skinks are great.
buuface wrote: | (Lizard-handling tips welcome from any who actually watch the replay) |
Don't get unlucky v. bashy teams.
But, more within your control...
o Skinks are fragile, and always popular targets. If you're going to use them as an assist, place them where the block will push the target away from them. Too easy to get hit next turn. (Unless you're good with the sacrifice, which is a valid tactic.)
o Don't lead off blocking w/ the Krox, not even 3d (unless they have Block?). Even at those odds, unnecessary risk early in a Turn. Similarly, don't Blitz with him - losing 1/6 of your Blitzes is not acceptable unless the Blitz just doesn't matter to the drive (which is rare) or is critical to it (and then it is what it is).
o Otoh, if he's just going to move, try moving the Krox early so you know if you can count on him being there or not. And if he's doing good work where he is, consider just leaving him there - don't risk the 1/6 BH and lose that Prehensile-Tail TZ if he's already tying up/screening key opponents. Accept "good enough" over "optimal" unless it really matters.
o When a Sidestepper is Frenzied and survives the first hit, SS to lead the Frenzier where he'll do the least damage. That's usually away from the ball, and not to where he'll mark a 2nd Skink (not unless you're setting him up for a Skink block). You don't want to have to dodge more than 1 Skink away if you don't have to.
o Don't let 2 Sauri get tied up away from the play. Block one free to join the drive, let the 2nd Saurus tie THEM up. (This may have to be setup a turn in advance, but get it done, even if it takes a (late) 1D. If you block 1 down, consider NOT following up, leave 1 Saurus free to maneuver next turn, force ~him~ to take the 1D.)
Don't move assists (even just a Skink) away from the ball to help 2-on-2 fights that don't help the score, not unless you're achieving that break-way, above, or changing where the ball is (below).
o Against a team where half the players are Ag 2 MA 4, set up to tie them down and change sides of the field. Only MA 8 can keep up with your Skinks, so target them before they can respond.
And pro'ly some other stuff, but that's a start. |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
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